/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ProjectSkyfire <http://www.projectskyfire.org/>
 *
 * Copyright (C) 2011 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#ifndef ARKCORE_PASSIVEAI_H
#define ARKCORE_PASSIVEAI_H

#include "CreatureAI.h"
//#include "CreatureAIImpl.h"

class PassiveAI: public CreatureAI
{
public:
    explicit PassiveAI(Creature *c);

    void MoveInLineOfSight(Unit *)
    {
    }
    void AttackStart(Unit *)
    {
    }
    void UpdateAI(const uint32);

    static int Permissible(const Creature *)
    {
        return PERMIT_BASE_IDLE;
    }
};

class PossessedAI: public CreatureAI
{
public:
    explicit PossessedAI(Creature *c);

    void MoveInLineOfSight(Unit *)
    {
    }
    void AttackStart(Unit *target);
    void UpdateAI(const uint32);
    void EnterEvadeMode()
    {
    }

    void JustDied(Unit*);
    void KilledUnit(Unit* victim);

    static int Permissible(const Creature *)
    {
        return PERMIT_BASE_IDLE;
    }
};

class NullCreatureAI: public CreatureAI
{
public:
    explicit NullCreatureAI(Creature *c);

    void MoveInLineOfSight(Unit *)
    {
    }
    void AttackStart(Unit *)
    {
    }
    void UpdateAI(const uint32)
    {
    }
    void EnterEvadeMode()
    {
    }
    void OnCharmed(bool /*apply*/)
    {
    }

    static int Permissible(const Creature *)
    {
        return PERMIT_BASE_IDLE;
    }
};

class CritterAI: public PassiveAI
{
public:
    explicit CritterAI(Creature *c) :
            PassiveAI(c)
    {
    }

    void DamageTaken(Unit *done_by, uint32 & /*damage*/);
    void EnterEvadeMode();
};

class TriggerAI: public NullCreatureAI
{
public:
    explicit TriggerAI(Creature *c) :
            NullCreatureAI(c)
    {
    }
    void IsSummonedBy(Unit *summoner);
};

#endif
